A free mind (or at least I like to think) with interests in pretty much every field, with little mastery in any. I love hybrid games that blur genres, if only for the fact that they seem like they open up new and interesting horizons to be explored by others.

Comment History  (0 - 30 of 89)
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

I.imgur.com
Facebook.com

An interesting F-18 variant I'd never seen before.

Edit1: I swear, I can't for the life of me figure out how to make links work for the front page comments...

Edit2: Thanks John! It's a special feeling of defeat realizing that you're doing a lot more work than you have to...

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Would we be able to get a complete version of the HA? The NF-104 is simply not enough boost for this game!

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

I think this guy is talking about how currently mouse and keyboard controls are a non-thing, though I hear keyboard only is doable, if sub optimal.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

It has been interesting to think that VT started development a couple years before the surge of really powerful game engines becoming more accessible with cheaper licensing. It really makes me wonder what VT would have been like with Unity or something other than Ogre.

I guess similar stuff could be said for getting onto Steam, since the indie floodgates sorta opened right after the deal with Iceberg... Such is life, I guess.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Now that looks like it'd be fun to have flying around.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

[img]https://i.imgur.com/NoN0C2b.png[/img]

An interesting UCAV concept I wandered across. Apparently the manufacturer specialized in target drones before moving into the UCAV business, which makes me think of another family of prolific target drones turned military workhorses...

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Hey, TS, though it might be a bit presumptuous, but would we be able to get the default targeting schema changed to center rather than sorting with the next patch?

I get the feeling a lot of the newer folk don't first look in the game options very deeply and end up missing it and don't understand the boresight.

Also, if you ever have time, I had some ideas about AI in the forums that I was curious about.

Good karma+2 votes
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Maybe silent due to work on bugs with the workshop? Hard to know since he sorta goes silent a lot of the time...

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ BOP launcher

That's an interesting choice of unit. Can you command them using the team/aircraft command window?

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Would I be correct assuming they will be targetable like subobjects before launch? Or will they be treated like weapons and be untargetable?

Also any indication on what the first unit to do this will be? Aircraft carrier? Air Fortress? ZELL truck/pad?

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

No. 6 was basically about being able to resize/scale option for the VR box/pillar structures you added a while ago, in addition to also being able to make custom textures for them. I think it would be helpful for map makers, since it would allow for a single object with custom skins/sizing to represent various objects in a level (different instances of VR Box 1 being used as a skyscraper, an apartment complex, and a phone booth respectively in the same level with the only difference between them being scaling and skins applied). It would also be nice if we got a simple polygon (rectangle) that we could retexture too, maybe with support for transparency.
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Edit: Just realized that custom skins are possible for the objects already, but rezizing/being able to scale them on the X, Y, and Z axis would still be really useful.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

lol, the question is posed with a "would be nice" sentiment. Honestly, it'll be nice to finally have the workshop implementation so that work on other things can continue.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

So, some features I've been interested in lately.

1.Could we have provisions for creating/adding custom HUD sprites and radar sprites?
2.Null Objects or revamped radar waypoints that can be seen in both radar and HUD with check boxes to allow for targeting and dis/allow lock on.
3.The ability to set aggression between different teams. T1 unfriendly T2, T1 unfriendly T3, T2 friendly T1, T2 friendly T3, T3 unfriendly T1, T3 friendly T2.
4.Ability to force unit radar lock/target to specific units (especially for use with 4, though also for general utility).
5.Copy/Paste for triggers/actions or a way to save particular triggers/actions. I use the spawn unit command a lot...

non-essential, but would be nice
6.Support for scaling of the abstract rectangle blocks already in game so we can use just one with texture templates for skinning. It'd also be nice to have a scalable, one sided, 2D plane that can also be retextured.

Also, a question: Will we ever have support for something like two player CoOp?

Good karma+2 votes
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

It would also help a lot if the AI could detect when other units are locked on/what is locking on to them, if only to make cover more effective.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Hey, TS, quick question. Is not being able to use the tracking camera without a missile weapon an intended feature or a bug?

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Would we be able to get the bug with using the switch target lock view on subobjects resolved alongside that one? It makes not only ZiZs annoying but affects ships as well.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Possibly as a mode for multiple rocket launcher weapons like with missile lock configs before?

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Thanks for the heads up. Twitter has gotta be one of my less often visited social media sites.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Well, hope you feel well soon. If possible, would we be able to get more and smaller reports like you'd mentioned earlier? Going a month and more between each is a little disconcerting.

Doesn't have to be fancy or even be long, just small things more often.

Also, Incubator is always there for testing, for bugs and whatnot!

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

I mean, while we're on this topic, the container type weapons should probably also have an option for reloading the stored projectiles en masse instead of by the fire rate too.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Flak Test Mission: Hero 1 and His Mook Army!

Sure thing!

Good to know that I didn't forget anything when putting out the mod. I was getting concerned that no one was be able to play it because I left out an effect or something and made it unplayable.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Since you mentioned options for configurable attack rates in the editor, I had assumed there might have been other work on the AI.
Personally, I'd really like to see a move away from a single skill slider, since it seems to change a number of parameters all at once.
That said, I think the only thing that's missing is for AI to know who is targeting what so that they can work cooperatively.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Hey, TS, what other changes did you have for the AI in the future? I really would love more knobs and switches to play around with!

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Report 059: Reestablishing communications

The sky looks a little bit uglier but being able to distinguish missile trails from the cloud cover is something that I definitely look forward to.

While on the subject, will we be seeing more different kinds of atmospherics like in the dust storm mission in HT?

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ XR-900 Geopelia

The mainline F-22 variant should have working internal bays in the newest version, along with the F-117 family and the XST. I'm sure there are others too, but those are the most notable ones so far.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Playable Bomber proof of concept

What's funny is that this bomber probably has comparable, if not better turn rates than the A-10.

Good karma+1 vote
IbizenThoth
IbizenThoth - - 89 comments @ Vector Thrust

Though an Arcade Mode might help with some of the claims, more balancing for the campaign missions and better control defaults would probably help with the complaints.

Good karma+2 votes
IbizenThoth
IbizenThoth - - 89 comments @ Hollow Thunder Clip 2

Q.Q

Good karma+2 votes
IbizenThoth
IbizenThoth - - 89 comments @ Hollow Thunder Clip 2

Are my eyes being tricked by the altitude, or are there more cloud types?

Good karma+2 votes
IbizenThoth
IbizenThoth - - 89 comments @ Report 057: Preparations for release

Just a quick question, will either of the campaigns get new titles? Hollow Thunder should be fine as long as it has something to do with the story thematically, but Restless Bonds seems sorta like a non-title... not very descriptive, sorta vague, etc.

I mean, there's merit in keeping the titles as they are, for continuity's sake, but I think they might be better served by something more memorable.

Good karma+1 vote